Hi guys, we are working on a new prototype. The game is about flying (a ship most likely) through an obstacle field to reach a safe destination with a secondary objective of taking some stuff (coins, powerups, fuel, etc) in the way.

For now it is just a prototype so lots of stuff can and will be improved.

The game can be played on android downloading this apk or desktop with webstart

Neat, but I am finding the controls rather hard to manage. It really zips along quickly. Animation is smooth, though.

One strategy I tried, and you want to be aware of, is to just go into a holding pattern of a donut (keep the right or left key down). The circle is tight enough that this can be a good way to get some semblance of "control" and incrementally move across the board. But then, I still had difficulty figuring out the timing so that I could release the turn key and have it go where I was aiming. It is easier to time the release with the larger circle of the station.

Still, I thought this ploy worth mentioning, because if someone was able to master it, it could vastly change the character of the game. There's always a danger a simple strategy might arise that makes the game too easy.

When I tried your random setting, one of the goodies was within the walls of a polygon and thus impossible to "eat".

Seems to have definite potential, but I'm not clear what I'd do to make the steering challenge a more interesting one to take on. I don't see a discernable path to mastery. I can make small adjustments via taps, but if a bigger adjustment is needed, it seems outside of normal human senses to hold the key just the right amount of time. So, a turn of under 45 degrees is plausible (via taps). But to hold it longer than a tap, one can easily be off by 180 degrees or more. At least, that was my experience. Maybe if there were a way to vary the turning speed? Or Shift-left as a slower turn that straight left? That sort of thing?

"We all secretly believe we are right about everything and, by extension, we are all wrong." W. Storr, The Unpersuadables

Nice start, but it is WAY to twitchy using a phone. Reduce the sensitivity a lot and it will be quite good. It was also a bit strange trying to do sharp corners using PC, gentle corners all the way through worked fine.

Thanks both for playing it and great comments, we are trying different controller values to make it easier to play and to improve the feel of being controlling the ship. Seems like playing on Android is harder because it is more sensible despite both controllers are using the same logic, will have to make some differences to improve it based on the fact the game will be mainly for Android.

- modified ship controls to reduce ship sensibility - added a practice mode, similar to random but you are invulnerable- added a challenge mode with 2 levels for now- fixed random items to never be inside obstacles on random/practice modes- added fps label (on next release it will be enabled with a key)- added a debug mode, enabled by pressing 0 (zero) on main screen, if you are with debug mode enabled then you can make modifications on ship's control when you are playing (only available on PC)

If I click on the close window button (red circle with an X in it) or try and quit from the System menu (command-Q) then it does not shutdown correctly. It's Mac specific behavior.

If you can squish that bug and you're feeling inclined then FYI to add better Mac behavior:1. Look for a file named OSXAdapter.java (written by Apple) and include it in your project. It'll automatically add hooks for the System About and Preferences menu and also wire in the System menu quit.2. Add the following to your main:

1 2 3 4 5

// On macs, use screen menubar instead of a menu inside the frameSystem.setProperty("apple.laf.useScreenMenuBar", "true")

Thanks for the tip, I will ask however to libGDX people, because when I close the game using Exit I call a method of libGDX library, maybe the fix could be made on the library itself. If they say no, then I will try adding that on the game.

Much better Now you can make the game difficult rather than the controlling of it. I can imagine moving obstacles and badies. The game was still more difficult to control on phone. Couldn't say quite why Possibly simply because I am so used to use keyboard and not touch to turn.

Not sure if you know but in practice mode once you reach the other planet it doesn't do anything except keep spinning you around it. Just thought it was supposed to reset itself or send you to a new level.

Still looks good, and plays well. I had one crash in the beginning though, where i clicked the background in the game, it turned white and the game game started not responding and taking weird input, and finally crashing. Didn't get the trace :L

JGoogleAnalytics is a library to interact with Goolge Analytics, as the name says . We are using it to register some game events like someone played challenge mode or random mode, etc. Here is the original project and here is a github mirror project with our own fixes and/or new features, to generate patches for the original version and submit them.

The good part is we are using it for Desktop and Android applications independently, and seems to work well.

The bad if you are a programmer and want to contribute is, for what I heard, code is not so clean. But I am talking with no one to say that because I never touched a bit of code of the library.

@ruben01 knows more about the library, he was the one making changes and submitting patches, I only use the library in our games.

It's nicely presented, and in particular the rotating ship looks cute. With some interesting levels, obstacles and power-ups, I can see this evolving into a decent game.

But the controls are still not pleasant at the moment. (I played the PC version.) I found it difficult to get the ship to go in the direction I wanted, and threading it through the tiny gaps in the later levels just became frustrating.

Controls were modified again to make the ship easier to control. Happy you liked the game, will try to make more levels and more game modes to keep improving it.

@Apo

The goal is not so clear right now, one possible and basic idea is to reach the target dying less times as possible and taking as many stars as you can. There will be different game modes also, like playing the same level but you only have 1 life, more interesting in large levels.

@Mads

Added death ships on challenge mode too, they were only on random mode. We are thinking in a feature to show you the replays of each death, like Super Meat Boy does.

You should differentiate the practice from the challenge a bit more... perhaps a different background or something. Also when one crashes in practice there should be some kind of indication e.g. "Ouch" even though you don't explode.

Challenge should have lives or something to be more of a ... challenge!